Пример #1
0
        static int _m_Scale_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                {
                    UnityEngine.Vector4 _a; translator.Get(L, 1, out _a);
                    UnityEngine.Vector4 _b; translator.Get(L, 2, out _b);

                    UnityEngine.Vector4 gen_ret = UnityEngine.Vector4.Scale(
                        _a,
                        _b);
                    translator.PushUnityEngineVector4(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Пример #2
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 public static Vector4i CeilToVector4i(this UnityEngine.Vector4 v)
 {
     return(new Vector4i(Math.Ceil(v.x), Math.Ceil(v.y), Math.Ceil(v.z), Math.Ceil(v.w)));
 }
Пример #3
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 public static Vector4i FloorToVector4i(this UnityEngine.Vector4 v)
 {
     return(new Vector4i(Math.Floor(v.x), Math.Floor(v.y), Math.Floor(v.z), Math.Floor(v.w)));
 }
Пример #4
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 public static Vector4i RoundToVector4i(this UnityEngine.Vector4 v)
 {
     return(new Vector4i(Math.Round(v.x), Math.Round(v.y), Math.Round(v.z), Math.Round(v.w)));
 }
Пример #5
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 public static Vector4 zzzx(this Vector4 v)
 {
     return(new Vector4(v.z, v.z, v.z, v.x));
 }
Пример #6
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 public static void SetGlobalVector(System.String propertyName, UnityEngine.Vector4 vec)
 {
 }
Пример #7
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 public static Vector4 ToSystemVector(this UVector4 vector)
 {
     return(new Vector4(vector.x, vector.y, vector.z, vector.w));
 }
Пример #8
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 public void __Gen_Delegate_Imp2(int p0, int p1, int p2, int p3, object p4, object p5, object p6, object p7, UnityEngine.Vector3 p8, UnityEngine.Vector2 p9, UnityEngine.Vector4 p10)
 {
     using (var pObjs = new Objects(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10))
     {
         methodInfo.Invoke(null, pObjs.objs);
     }
 }
Пример #9
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 public static Vector4 zxzy(this Vector4 v)
 {
     return(new Vector4(v.z, v.x, v.z, v.y));
 }
Пример #10
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 public static Vector2 ww(this Vector4 v)
 {
     return(new Vector2(v.w, v.w));
 }
Пример #11
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 public static Vector4 xxxy(this Vector4 v)
 {
     return(new Vector4(v.x, v.x, v.x, v.y));
 }
Пример #12
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 public static Vector4 wwwx(this Vector4 v)
 {
     return(new Vector4(v.w, v.w, v.w, v.x));
 }
Пример #13
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 public static Vector4 yzwx(this Vector4 v)
 {
     return(new Vector4(v.y, v.z, v.w, v.x));
 }
Пример #14
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 public static Vector2 zz(this Vector4 v)
 {
     return(new Vector2(v.z, v.z));
 }
Пример #15
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 public static Vector4 xwzx(this Vector4 v)
 {
     return(new Vector4(v.x, v.w, v.z, v.x));
 }
Пример #16
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 public static SlimMath.Vector4 Convert(UnityEngine.Vector4 v)
 {
     return(new SlimMath.Vector4(v.x, v.y, v.z, v.w));
 }
Пример #17
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 public void Write(UnityEngine.Vector4 v4)
 {
     WriteObjectStart();
     Put(string.Format("\"x\":{0},\"y\":{1},\"z\":{2},\"w\":{3}", v4.x, v4.y, v4.z, v4.w));
     WriteObjectEnd();
 }
Пример #18
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 public static Vector4 yzzy(this Vector4 v)
 {
     return(new Vector4(v.y, v.z, v.z, v.y));
 }
        public static UnityEngine.Vector4 GetVector4(this UnityEngine.Material source, string key, UnityEngine.Vector4 defalutValue)
        {
            if (source.HasProperty(key))
            {
                return(source.GetVector(key));
            }

            return(defalutValue);
        }
Пример #20
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 public static Vector3 xxx(this Vector4 v)
 {
     return(new Vector3(v.x, v.x, v.x));
 }
 /// <summary>
 /// Translation from basic BSEngine Types to UnityEnginge Types
 /// </summary>
 /// <param name="obj">Object to transfrom</param>
 /// <returns>Object with translated type</returns>
 private static object BSEngineToUnity(object obj)
 {
     if (obj.GetType() == typeof(BSEngine.Math.Vector2))
     {
         BSEngine.Math.Vector2 bse = (BSEngine.Math.Vector2)obj;
         UnityEngine.Vector2 v2 = new UnityEngine.Vector2(bse.x, bse.y);
         return v2;
     }
     else if (obj.GetType() == typeof(BSEngine.Math.Vector3))
     {
         BSEngine.Math.Vector3 bse = (BSEngine.Math.Vector3)obj;
         UnityEngine.Vector3 v3 = new UnityEngine.Vector3(bse.x, bse.y, bse.z);
         return v3;
     }
     else if (obj.GetType() == typeof(BSEngine.Math.Vector4))
     {
         BSEngine.Math.Vector4 bse = (BSEngine.Math.Vector4)obj;
         UnityEngine.Vector4 v4 = new UnityEngine.Vector4(bse.x, bse.y, bse.z, bse.w);
         return v4;
     }
     else if (obj.GetType() == typeof(BSEngine.Math.Quaternion))
     {
         BSEngine.Math.Quaternion bse = (BSEngine.Math.Quaternion)obj;
         UnityEngine.Quaternion q = new UnityEngine.Quaternion(bse.x, bse.y, bse.z, bse.w);
         return q;
     }
     else
     {
         return null;
     }
 }
Пример #22
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 public static Vector4 wwzy(this Vector4 v)
 {
     return(new Vector4(v.w, v.w, v.z, v.y));
 }
Пример #23
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 public static UnityEngine.Vector4 Vector4Field(System.String label, UnityEngine.Vector4 value, params UnityEngine.GUILayoutOption[] options)
 {
     return(UnityEditor.EditorGUILayout.Vector4Field(TranslationUtility.get(label), value, options));
 }
Пример #24
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 public static Vector4 xywy(this Vector4 v)
 {
     return(new Vector4(v.x, v.y, v.w, v.y));
 }